src/video/uikit/SDL_uikitopenglview.m
author Ryan C. Gordon <icculus@icculus.org>
Sun, 03 Apr 2011 18:33:32 -0500
changeset 5527 9a03d2300486
parent 5520 09b500e0656d
child 5535 96594ac5fd1a
permissions -rw-r--r--
iOS: Correctly resize renderbuffers when rotating orientation. Fixes strange rendering after rotating the device.
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/*
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    SDL - Simple DirectMedia Layer
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    Copyright (C) 1997-2011 Sam Lantinga
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    This library is free software; you can redistribute it and/or
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    modify it under the terms of the GNU Lesser General Public
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    License as published by the Free Software Foundation; either
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    version 2.1 of the License, or (at your option) any later version.
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    This library is distributed in the hope that it will be useful,
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    but WITHOUT ANY WARRANTY; without even the implied warranty of
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    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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    Lesser General Public License for more details.
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    You should have received a copy of the GNU Lesser General Public
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    License along with this library; if not, write to the Free Software
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    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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    Sam Lantinga
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    slouken@libsdl.org
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*/
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#import <QuartzCore/QuartzCore.h>
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#import <OpenGLES/EAGLDrawable.h>
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#import "SDL_uikitopenglview.h"
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@interface SDL_uikitopenglview (privateMethods)
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- (BOOL) createFramebuffer;
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- (void) destroyFramebuffer;
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@end
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@implementation SDL_uikitopenglview
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@synthesize context;
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+ (Class)layerClass {
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    return [CAEAGLLayer class];
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}
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- (id)initWithFrame:(CGRect)frame \
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      retainBacking:(BOOL)retained \
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      rBits:(int)rBits \
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      gBits:(int)gBits \
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      bBits:(int)bBits \
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      aBits:(int)aBits \
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      depthBits:(int)depthBits \
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      majorVersion:(int)majorVersion \
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{
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    NSString *colorFormat=nil;
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    BOOL useDepthBuffer;
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    if (rBits == 8 && gBits == 8 && bBits == 8) {
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        /* if user specifically requests rbg888 or some color format higher than 16bpp */
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        colorFormat = kEAGLColorFormatRGBA8;
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    }
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    else {
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        /* default case (faster) */
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        colorFormat = kEAGLColorFormatRGB565;
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    }
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    depthBufferFormat = 0;
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    if (depthBits == 24) {
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        useDepthBuffer = YES;
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        depthBufferFormat = GL_DEPTH_COMPONENT24_OES;
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    }
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    else if (depthBits == 0) {
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        useDepthBuffer = NO;
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    }
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    else {
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        /* default case when depth buffer is not disabled */
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        /* 
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           strange, even when we use this, we seem to get a 24 bit depth buffer on iPhone.
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           perhaps that's the only depth format iPhone actually supports
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        */
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        useDepthBuffer = YES;
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        depthBufferFormat = GL_DEPTH_COMPONENT16_OES;
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    }
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    if ((self = [super initWithFrame:frame])) {
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        // Get the layer
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        CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
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        eaglLayer.opaque = YES;
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        eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
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                                        [NSNumber numberWithBool: retained], kEAGLDrawablePropertyRetainedBacking, colorFormat, kEAGLDrawablePropertyColorFormat, nil];
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        if (majorVersion > 1) {
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            context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES2];
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        } else {
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            context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES1];
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        }
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        if (!context || ![EAGLContext setCurrentContext:context]) {
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            [self release];
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            return nil;
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        }
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        /* create the buffers */
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        glGenFramebuffersOES(1, &viewFramebuffer);
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        glGenRenderbuffersOES(1, &viewRenderbuffer);
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        glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
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        glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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        [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
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        glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
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        glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
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        glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
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        if (useDepthBuffer) {
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            glGenRenderbuffersOES(1, &depthRenderbuffer);
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            glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
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            glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight);
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            glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
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        }
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        if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
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            return NO;
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        }
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        /* end create buffers */
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        // !!! FIXME: use the screen this is on!
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        /* Use the main screen scale (for retina display support) */
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        if ([[UIScreen mainScreen] respondsToSelector:@selector(scale)])
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            self.contentScaleFactor = [UIScreen mainScreen].scale;
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        self.autoresizingMask = 0;  // don't allow autoresize, since we need to do some magic in -(void)updateFrame.
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    }
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    return self;
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}
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- (void)updateFrame {
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    glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
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    glBindRenderbufferOES(GL_RENDERBUFFER_OES, 0);
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    glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, 0);
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    glDeleteRenderbuffersOES(1, &viewRenderbuffer);
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    glGenRenderbuffersOES(1, &viewRenderbuffer);
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    glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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    [context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
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    glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);  
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    glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
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    glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
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    if (depthRenderbuffer != 0) {
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        glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
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        glRenderbufferStorageOES(GL_RENDERBUFFER_OES, depthBufferFormat, backingWidth, backingHeight);
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    }
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    // !!! FIXME: use the screen this is on!
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    /* Use the main screen scale (for retina display support) */
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    if ([[UIScreen mainScreen] respondsToSelector:@selector(scale)])
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        self.contentScaleFactor = [UIScreen mainScreen].scale;
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}
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- (void)setCurrentContext {
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    [EAGLContext setCurrentContext:context];
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}
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- (void)swapBuffers {
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    glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
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    [context presentRenderbuffer:GL_RENDERBUFFER_OES];
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}
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- (void)layoutSubviews {
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    [EAGLContext setCurrentContext:context];
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}
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- (void)destroyFramebuffer {
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    glDeleteFramebuffersOES(1, &viewFramebuffer);
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    viewFramebuffer = 0;
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    glDeleteRenderbuffersOES(1, &viewRenderbuffer);
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    viewRenderbuffer = 0;
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    if (depthRenderbuffer) {
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        glDeleteRenderbuffersOES(1, &depthRenderbuffer);
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        depthRenderbuffer = 0;
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    }
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}
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- (void)dealloc {
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    [self destroyFramebuffer];
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    if ([EAGLContext currentContext] == context) {
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        [EAGLContext setCurrentContext:nil];
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    }
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    [context release];    
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    [super dealloc];
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}
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@end
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/* vi: set ts=4 sw=4 expandtab: */